Games development and programming Books

244 products


  • Coding with Python - Create Amazing Graphics: The

    In Easy Steps Limited Coding with Python - Create Amazing Graphics: The

    4 in stock

    Book SynopsisCoding with Python Create Amazing Graphics introduces coding in Python through a variety of projects. Each one teaches new coding concepts and results in some amazing graphics.Python is a powerful, text-based programming language essential to grasp for serious coding but can be dull to learn. This book focuses on inspired learning. Step-by-step, it illustrates how to use Python code to create exciting and colourful graphics making learning Python great fun!Learn Python code to:Use random numbers to create unique artworkMix colours together using variables to create amazing effectsUse loops to repeat your code and create intricate patternsCode your own functions and build up your own designs

    4 in stock

    £9.49

  • Coding with Scratch - Create Fantastic Driving

    In Easy Steps Limited Coding with Scratch - Create Fantastic Driving

    4 in stock

    Book SynopsisCoding with Scratch Create Fantastic Driving Games will take you from Scratch basics through to creating your own fantastic driving games in easy steps. Each game comes with challenges to take you to the next level of coding. Even includes mods to make your games more exciting. Have fun and amaze your friends and family! You'll learn how to:Use code to make a series of driving games including parking, racing, scrolling and two-player games.Design your own game levels, cars and tracks.Use variables to keep the score and to store the speed in your games.Add sounds and create your own code blocks and functions.To create the games in this book, children will need a desktop computer or a laptop. The games require a proper keyboard so will not work well on a tablet or iPad. It is recommended that children should be supervised when using the internet, especially when using a new website.This is the UK English edition.

    4 in stock

    £9.49

  • Video Game of the Year

    Abrams Video Game of the Year

    3 in stock

    Book Synopsis

    3 in stock

    £16.99

  • The Jupiter Ace Manual: 40th Anniversary Edition

    Andrews UK Limited The Jupiter Ace Manual: 40th Anniversary Edition

    3 in stock

    Book Synopsis

    3 in stock

    £18.04

  • Coding with HTML & JavaScript - Create Epic

    In Easy Steps Limited Coding with HTML & JavaScript - Create Epic

    3 in stock

    Book SynopsisCoding with HTML & JavaScript Create Epic Computer Games is ideal for readers who want to learn the basics of making games with HTML and JavaScript programming languages used by professional game developers.Step-by-step, this book will guide you to create your own epic computer games.Ideal for coders with some experience who are now ready to take their coding to the next level! You'll learn how to: Use HTML & JavaScript to code a series of games.Make images move and respond to keyboard presses.Draw objects on the HTML canvas, and use variables and timers.Import images and add sounds to personalise your projects.Develop your skills and build some amazing games!

    3 in stock

    £9.49

  • Python Workout: 50 Essential Exercises

    Manning Publications Python Workout: 50 Essential Exercises

    1 in stock

    Book SynopsisPython Workout presents 50 exercises designed to deepen the reader’s skill with Python. Readers will not only tackle exercises using built-in data structures, but also more advanced techniques, such as functional programming, object-oriented programming, iterators, and generators. With each engaging challenge, readers will practice a new skill and learn how to apply it to everyday coding tasks. Key Features 50 hands-on exercises and solutions Basic Python sequence types Python dictionaries and sets Functional programming in Python Creating your own classes Working with Python objects Generator functions Intended for readers with basic Python skills. About the technology Python is a versatile, elegant, general purpose programming language. Essential for data analysis, web development, artificial intelligence, games, desktop apps, and more, Python skills are a hot commodity. Reuven M. Lerner, an independent consultant for more than two decades, teaches Python, data science, and Git to companies around the world. His Better developers newsletter and blog are read by thousands of Python developers each week. Reuven has written a monthly column, “At the Forge,” for Linux Journal since 1996 and is a panellist on the weekly Freelancers Show podcast. Reuven lives with his wife and three children in Modi’in, Israel, and can be reached at https://lerner.co.il/ or on Twitter at @reuvenmlerner.

    1 in stock

    £35.99

  • Game Design Workshop

    Taylor & Francis Ltd Game Design Workshop

    3 in stock

    Book SynopsisCreate the digital games you love to play.Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic experience with Game Design Workshop, Fifth Edition.Tracy Fullerton demystifies the creative process with clear and accessible guidance on the formal, dramatic, and dynamic systems of game design. Using examples of classic and popular games, illustrations of design techniques, and refined exercises to strengthen your understanding of how game systems function, this book gives you the skills and tools necessary to create a compelling and engaging game.This updated 5th edition brings deeper coverage of playcentric design techniques, including setting emotion-focused experience goals and managing the design process to meet them. It includes a host of new diverse perspectives from top industry game designers.Game Design Workshop puts you to work prototyping, playtesting, and revis

    3 in stock

    £48.99

  • Coding with Roblox Lua in 24 Hours

    Pearson Education (US) Coding with Roblox Lua in 24 Hours

    Book SynopsisRoblox's mission is to bring the world together through play. Roblox enables anyone to imagine, create, and have fun with friends as they explore millions of immersive 3D experiences, all built by a global community of developers. Roblox is powered by a global community of more than 2 million developers who produce their own immersive multiplayer experiences using Roblox Studio, Roblox's intuitive desktop design tool. Roblox is ranked as one of the top online entertainment platforms for audiences under the age of 18 based on average monthly visits and time spent (ComScore). Table of ContentsHour 1: Coding Your First Project Installing Roblox Studio Let's Take a Tour Opening the Output Window Writing Your First Script Error Messages Leaving Yourself Comments Hour 2: Properties and Variables Object Hierarchy Keywords Properties Finding Properties and Data Types Creating Variables Changing the Color Property Instances Hour 3: Creating and Using Functions Creating and Calling Functions Understanding Scope Using Events to Call Functions Understanding Order and Placement Hour 4: Working with Parameters and Arguments Giving Functions Information to Use Working with Multiple Parameters and Arguments Returning Values from Functions Returning Multiple Values Returning Nil Dealing with Mismatched Arguments and Parameters Working with Anonymous Functions Hour 5: Conditional Structures if/then Statements elseif Logical Operators else Hour 6: Debouncing and Debugging Don't Destroy, Debounce Figuring Out Where Things Go Wrong Hour 7: while Loops Repeat Forever, while true do Some Things to Keep in Mind while Loops and Scope Hour 8: for Loops How for Loops Work Nested Loops Breaking Out of Loops Hour 9: Working with Arrays What Are Arrays? Adding Items Later Getting Information from a Specific Index Printing an Entire List with ipairs() Folders and ipairs() Finding a Value on the List and Printing the Index Removing Values from an Array Numeric for Loops and Arrays Hour 10: Working with Dictionaries Intro to Dictionaries Adding and Removing from Dictionaries Removing Key-Value Pairs Working with Dictionaries and Pairs Returning Values from Tables Hour 11: Client Versus Server Understanding the Client and the Server Working with GUIs Understanding RemoteFunctions Using RemoteFunctions Hour 12: Remote Events: One-Way Communication Remote Events: A One-Way Street Communicating from the Server to All Clients Communicating from the Client to the Server Communicating from the Server to One Client Communicating from Client to Client Hour 13: Using ModuleScripts Coding Things Just Once Placing ModuleScripts Understanding How ModuleScripts Work Naming ModuleScripts Adding Functions and Variables Understanding Scope in ModuleScripts Using Modules in Other Scripts Don't Repeat Yourself Dealing in Abstractions Hour 14: Coding in 3D World Space Understanding X, Y, and Z Coordinates Refining Placement with CFrame Coordinates Offsetting CFrames Adding Rotations to CFrames Working with Models Understanding World Coordinates and Local Object Coordinates Hour 15: Smoothly Animating Objects Understanding Tweens Setting TweenInfo Parameters Chaining Tweens Together Hour 16: Solving Problems with Algorithms Defining Algorithms Sorting an Array Sorting in Descending Order Sorting a Dictionary Sorting by Multiple Pieces of Information Hour 17: Saving Data Enabling Data Stores Creating a Data Store Using Data in the Store Limiting the Number of Calls Protecting Your Data Saving Player Data Using UpdateAsync to Update a Data Store Hour 18: Creating a Game Loop Setting Up Game Loops Working with BindableEvents Hour 19: Monetization: One-Time Purchases Adding Passes to Your Experience Configuring the Pass Prompting In-Game Purchases Hour 20: Object-Oriented Programming What Is OOP? Organizing Code and Projects Making a New Class Adding Class Properties Using Class Functions Hour 21: Inheritance Setting Up Inheritance Inheriting Properties Working with Multiple Child Classes Inheriting Functions Understanding Polymorphism Calling Parent Functions Hour 22: Raycasting Setting Up the Function to Raycast 3D Math Trick: Getting the Direction Setting Raycast Parameters 3D Math Trick: Limit Direction Hour 23: Plopping Objects in an Experience: Part 1 Setting Up the Object Creating a Plop Button Tracking Mouse Movements Previewing the Object Hour 24: Plopping Objects in an Experience: Part 2 Detecting Mouse Input Sending a Message to the Server Getting the Message Appendix A: Roblox Basics Keywords DataType Index Operators Naming Conventions Animation Easing Possible Solutions to Exercises 9780136829423 TOC 10/19/2021

    £22.09

  • How to Become a Video Game Artist

    Watson-Guptill Publications How to Become a Video Game Artist

    15 in stock

    Book SynopsisStarting with the basics of game creation and a look at the artistic skills necessary to get started, this title offers key roles for creators - from concept artists to character animators to marketing artists and beyond. It also features interviews with video game art professionals who've worked for top gaming companies.

    15 in stock

    £15.19

  • Captain Code

    Pearson Education (US) Captain Code

    4 in stock

    Book Synopsis Ben Forta is, first and foremost, an educator who has been teaching in some capacity since he was a teenager (many centuries ago). He is Adobe's Senior Director of Education Initiatives, and has more than three decades of experience in the technology sector in product development, support, training, and product marketing. Ben is the award-winning author of more than 40 books, some of which have been translated into 16 languages, and many of which have become college textbooks. Through his books, lectures, lessons, and videos, Ben has taught coding skills to over a million people. Ben lives in Oak Park, MI, with his wife Marcy and their children. He welcomes your emails at ben@forta.com and invites you to visit him online at http://forta.com/. Shmuel Forta is an engineer, coder, maker, tinkerer, and teacher. He is a software developer at General Motors and has years of programming experience, including both writingTrade Review" This is the book I needed that I did not know I needed. Having taught myself Python and having taught students, there are still some gaps in my knowledge that Captain Code quickly filled. The overall design of the book is wonderful and easy to read. All of the questions I have normally had when it comes to Python are answered on the pages. The code is cleanly written and the ability to scan a QR code so you can copy the code digitally is a major time-saver. What is most evident about this book is that it has been written by people that have worked with students. Too often books are written for students by people who have never taught and it never translates well on the pages. Captain Code is accessible for students and teachers and I think it is a must have for any classroom that is exploring Python. I know I will keep one at home for me and a few more in the classroom." ---Nicholas Provenzano, TheNerdyTeacher, MACUL OutstandingTechnology Using Teacher of the Year, and ISTE Outstanding Teacher of the YearTable of ContentsIntroduction xv PART I: IT'S ALL FUN AND GAMES 1 Chapter 1 Getting Started 3 Understanding Computer Programming 4 What is a computer? 4 How do we talk to computers? 5 What is Python? 8 Setting Things Up 9 Installing Python 9 Installing and Configuring Visual Studio Code 10 Creating a Work Folder 13 Writing Your First Python Program 15 Selecting Your Work Folder 16 It's Coding Time! 17 Summary 19 Chapter 2 Mad Libs 21 Understanding Functions 22 Using Variables 23 Creating a Variable 24 Using a Variable 24 Some Important Variable Rules 25 Variables, More Variables, and Even More Variables 26 Getting User Input 28 Playing Mad Libs 30 Write Your Story 30 Add Variables 30 Get User Input 32 Summary 33 Chapter 3 Roll the Dice 35 Using Libraries 36 The random Library 36 Generating Random Numbers 37 Choosing a Random Item 38 “3” Is Not 3 41 Commenting Your Code 43 One Die, Two Dice 45 Summary 49 Chapter 4 Calculate the Day 51 Working with Dates 52 The datetime Library 52 Using the datetime Class 55 Making Decisions 56 The if Statement 56 What else? 58 if Revisited 59 Testing for Other Options 61 Using in 62 Beating the Mathematician 63 Handling Numeric Inputs 63 Putting It All Together 64 An Alternate Solution 67 Summary 67 Chapter 5 Rock Paper Scissors 69 More Strings 70 Game Time 72 Handling User Input 72 The Game Code 74 One Last Tweak 76 Summary 77 Chapter 6 Secret Codes 79 Lists 80 Creating Lists 80 Accessing List Items 82 Changing List Items 83 Adding and Removing Items 84 Finding Items 85 Sorting 86 Loop-de-Loop 89 Looping Through Items 90 Looping Through Numbers 92 Nested Loops 93 Cracking the Code 95 Encrypting Characters 96 Modulus Math 97 Encryption Code 98 Decryption Code 102 Summary 104 Chapter 7 Guess the Number 105 Conditional Loops 106 Game Time 111 The Basic Game 111 Putting It All Together 116 Summary 120 Chapter 8 Becoming a Coder 121 How Coders Code 122 Have a Plan 122 Think Small 123 Game Components 124 Restricting User Input 125 Storing User Guesses 128 Displaying Lists 129 Masking Characters 131 Summary 136 Chapter 9 Hangman 137 Game Time 138 So How Does It Work? 141 Summary 148 Chapter 10 Keep Going 149 Birthday Countdown 150 Program Requirements 150 Program Flow 150 Some Tips 151 Tip Calculator 152 Program Requirements 152 Program Flow 153 Some Tips (Pun Intended) 153 Password Generator 154 Program Requirements 154 Program Flow 155 Some Tips 155 Summary 159 PART II: ON AN ADVENTURE 161 Chapter 11 Getting Func-ky 163 Functions Revisited 164 Creating a Function 165 Passing Arguments 167 Returning Values 171 Summary 175 Chapter 12 Exploring 177 Game Concept 178 Game Structure 179 Prompting for Options 181 Processing Options 182 Create a Work Folder 183 Game Time 184 Test It 189 Summary 191 Chapter 13 Cleanup Time 193 Optimizing Your Code 194 String Externalization 196 Creating the Strings File 196 Using Externalized Strings 200 Summary 201 Chapter 14 Reduce, Reuse, Recycle, Refactor 203 Understanding Refactoring 204 Identifying Refactoring Opportunities 205 Creating a User Choice Component 207 Designing a Reusable Component 208 Creating the User Options Function 213 Updating Your Code 218 Summary 221 Chapter 15 Carrying (and Using) Stuff 223 Planning the Inventory System 224 Creating a Dictionary 225 Working with Dictionaries 226 Lists of Dictionaries 228 The Inventory System 229 Creating an Inventory 230 Plugging In the Inventory System 232 Using the Inventory System 233 Displaying the Inventory 238 Summary 239 Chapter 16 Keeping It Classy 241 The Player System 242 Creating a Player Class 243 Creating the Class 243 Defining Properties 244 Creating Methods 247 Initializing the Class 250 Using Our New Class 251 Summary 255 Chapter 17 Color Your World 257 Installing Third-Party Libraries 258 Using Colorama 259 Importing and Initializing the Library 259 Coloring Your Output 260 Summary 264 Chapter 18 Keep Going 265 Health and Lives 266 Shopping for Items 271 Random Events 275 Battling Enemies 277 Saving and Restoring 280 Summary 282 PART III: RACING AROUND 283 Chapter 19 Crazy Driver 285 Introducing Pygame 286 Prepping the Game 286 Game Concept 286 Installing Pygame 288 Creating Work Folders 288 Obtaining Images 289 Getting Started 289 Initializing Pygame 290 Displaying Stuff 294 The Game Loop 295 Summary 300 Chapter 20 Image-ine the Possibilities 301 Files and Folders 302 Setting the Background 305 Placing the Cars 310 Summary 317 Chapter 21 We Like to Move It 319 Moving the Enemy 320 Moving the Player 323 Summary 327 Chapter 22 Crash, Bang, Boom 329 You Crashed, Game Over 330 Tracking Score 332 Increasing Difficulty 334 Summary 336 Chapter 23 Finishing Touches 337 Game Over Revisited 338 Pause 341 Varying Enemies 343 Ice Cubes 348 Summary 351 Chapter 24 Keep Going 353 Splash Screen 354 Scores and High Scores 354 Oil Slick 356 Multiple Enemies 357 And Then 358 Summary 359 What Next? 361 There's a Lot More to Python 362 Web Development 362 Mobile App Development 364 Game Development 364 And Then 365 Index 367 Bonus Online Chapter 25 Tinkering, Testing, and Debugging Revisited (Online Only)

    4 in stock

    £18.04

  • Shareware Heroes: The renegades who redefined

    Unbound Shareware Heroes: The renegades who redefined

    2 in stock

    Book SynopsisShareware Heroes is a comprehensive, meticulously researched exploration of an important and too-long overlooked chapter in video game history.Shareware Heroes: The renegades who redefined gaming at the dawn of the internet takes readers on a journey, from the beginnings of the shareware model in the early 1980s, the origins of the concept, even the name itself, and the rise of shareware's major players — the likes of id Software, Apogee, and Epic MegaGames — through to the significance of shareware for the ‘forgotten’ systems — the Mac, Atari ST, Amiga — when commercial game publishers turned away from them.This book also charts the emergence of commercial shareware distributors like Educorp and the BBS/newsgroup sharing culture. And it explores how shareware developers plugged gaps in the video gaming market by creating games in niche and neglected genres like vertically-scrolling shoot-'em-ups (e.g. Raptor and Tyrian) or racing games (e.g. Wacky Wheels and Skunny Kart) or RPGs (God of Thunder and Realmz), until finally, as the video game market again grew and shifted, and major publishers took control, how the shareware system faded into the background and fell from memory.

    2 in stock

    £11.69

  • Retro Gaming With Raspberry Pi: 180 pages of

    Raspberry Pi Press Retro Gaming With Raspberry Pi: 180 pages of

    2 in stock

    Book SynopsisHot on the heels of Raspberry Pi 5, this update to our best-selling Retro Gaming with Raspberry Pi line opens up a new generation of 1990s and 2000s consoles to rediscover. Building a retro console is one of the most popular starter projects. Retro Gaming with Raspberry Pi 3rd Edition walks new Raspberry Pi owners step-by-step to build their own games console with the latest cases, screens, joysticks, and gaming components. Readers learn how to program their own games, including nineties virtual pets, text adventures, Pong, and Mole-Bop. Build arcade machines. Recreate consoles. Rediscover classic computers. It's packed with projects and inspiration!

    2 in stock

    £14.00

  • Doom Guy

    Abrams Doom Guy

    Book SynopsisTrade ReviewJohn Romero’s remarkable memory called up names and events that I hadn’t thought about in a very long time, taking me back to the stress and joy of throwing everything we had at projects that truly did break new ground and touched millions of people. It was an amaz- ing mad dash from humble beginnings to the well-known classics Wolfenstein 3-D, DOOM, and Quake, filled with exploration, learning, and the sharing of knowledge. For years, I thought that I had been born too late and missed out on participating in the heroic eras of computing. Only much later did I realize that Romero and I were at the nexus of a new era—the 3D game hackers. -- John Carmack, cofounder of id Software and founder of Keen TechnologiesDOOM made gaming cool and transformed game developers from nerds into rock stars, and John Romero’s brazen public persona defined the era. Reconciling the legend of John Romero with the warm, supportive game designer with whom I met as an unknown young programmer is a mystery that this book finally reveals in a wonderful narrative following Romero from modest game programming roots to the apex of video game stardom. -- Tim Sweeney, CEO of Epic GamesA fascinating deep dive into one of the game industry’s greatest success stories, Romero’s autobiography does for aspiring game designers what Stephen King’s On Writing did for budding writers. DOOM Guy is an engaging account of Romero’s extraordinary life and career. A must for industry professionals, newcomers, and enthusiasts. -- Rhianna Pratchett, writerJohn Romero is a gaming legend and seminal figure in video game history, known for his prodigious technical and design skills. In DOOM Guy, John offers valuable game design lessons, but as important he introduces readers to a man with a real commitment to helping others achieve their dreams. Deus Ex, the game I always dreamed of making, wouldn’t have been possible if John hadn’t lived up to every promise he made to me (a story you’ll read about in the pages of DOOM Guy). John’s games have inspired countless gamers and game developers. In his memoir you’ll learn that his life is as inspirational as his work. -- Warren Spector, creator of Deus ExYou know John as the designer of seminal games Wolfenstein 3-D, DOOM, and Quake, but this memoir also captures the essence of John as an innovator and business leader. While John tells the behind-the-scenes stories about making many elements of today’s gaming industry—first-person shooting style games, multiplayer games, free-to-play games, to name just a few—it’s the personal stories about his challenges, his choices, and his relationships that I love in this book. -- Reggie Fils-Aimé, former president and COO of Nintendo of America“The video game–creating legend recounts a life in the programming trenches…Students of game-making and business alike will find useful, sometimes rueful lessons.” * Kirkus *“[a] surprisingly moving autobiography…[Romero] manages to appeal to gamers and non-gamers alike with this celebration of triumphing over adversity.” * Publisher's Weekly *“DOOM GUY: Life in First Person is the best piece of historical nonfiction that has been written about video games to date and everyone should read it.” * Screenrant *??“a straight-talking insider account of an inspiring self-made career marked by amazing highs and difficult lows.” * Daily Beast *"Romero’s Doom Guy: Life in First Person is not only among the most interesting windows into the rapidly evolving videogame scene of the 80s and 90s–it’s arguably the best non-fiction gaming book of all time, giving a unique insight into one of the industry’s most transformative eras through the eyes of one of its groundbreaking pioneers.” * Forbes *“Enthralling, informative, entertaining, exciting, mesmerizing, jaw-dropping, a wild ride, brilliant, well-written, fun, and so much more. These are just some of the terms I can use when describing John Romero’s new book.” * Native Viewpoint *“[a] highly entertaining and thoughtful memoir” * The Wall Street Journal *“[an] exuberant firsthand account” * Wired.com *“Doom Guy tells the fascinating story of the life and times of one of the greatest PC game developers of them all.” * New York Journal of Books *“It’s this openness that makes Doom Guy absolutely necessary reading for anyone with even a passing interest in the history of the video game medium.” * Comic Book Video Games *

    £18.69

  • Game Feel

    Taylor & Francis Inc Game Feel

    2 in stock

    Book SynopsisGame Feel exposes feel as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book. The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset wiTable of ContentsINTRODUCTION PART 1: Deconstruction1. Why Feel, Why Now?This chapter focuses on the impetus behind the book, asking the reader to recall the sensation of controlling a virtual avatar and talking about why feel is so important (and why it is often overlooked.)2. The Grand Scheme of Game DesignThis chapter assigns feel a place in the larger realm of game design, defining its scope and boundaries, talking about how it fits into creating the Ultimate Game Experience of life-enriching flow and empowerment. Using diagrams and research derived from Maslow's Pyramid of Wants and Will Wright's concept of Granularity, feel is identified as one of the atomic units of game construction, one of the most basic building blocks of interactivity. 3. Games that don't Feature Virtual Sensation There are some types of digital games - Civilization, Solitaire, the Sims, and so on - that don't focus on feel or utilize it as one of their core elements, separating them from what will be discussed in the book. An interesting aside is that we are indeed experiencing virtual sensation whenever we use a mouse but that it is so intuitive and familiar that there's really no rational motion translation or skill to build. This brings up an interesting point: much of the pleasure of controlling something purely visual is in the challenge of mastering it, in the obfuscation. In fact, we're wired to receive pleasure for remapping our neural pathways to gain skill and mastery in this way, and it's one of the reasons that overcoming challenges (playing games) is so pleasureable. 4. What is Feel?How do players experience feel? It seems to be mostly subconscious, though there are some artifacts that will be of use to us. Citations here of various forum scrapings and interviews with players looking for feel des

    2 in stock

    £44.99

  • Fundamentals of Game Design

    Pearson Education (US) Fundamentals of Game Design

    1 in stock

    Book Synopsis

    1 in stock

    £46.79

  • Game Engine Architecture

    Taylor & Francis Ltd Game Engine Architecture

    1 in stock

    Book SynopsisIn this new and improved fourth edition of the highly popular Game Engine Architecture, Jason Gregory draws on his two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated.The fourth edition offers the same comprehensive coverage of game engine architecture provided by previous editions, and this second volume delves into all of the major subsystems found in every game engine, including the animation engine, the 3D rendering engine, the lighting engine, the physics engine, the audio engine, and the game object model.This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process.Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API Includes all mathematical background needed Comprehensive text for beginners and also has content for senior engineers

    1 in stock

    £61.74

  • The Creation of iGiselle: Classical Ballet Meets

    University of Alberta Press The Creation of iGiselle: Classical Ballet Meets

    2 in stock

    Book SynopsisThe unusual marriage of Romantic ballet and artificial intelligence is an intriguing idea that led a team of interdisciplinary researchers to design iGiselle, a video game prototype. Scholars in the fields of literature, physical education, music, design, and computer science collaborated to revise the tragic narrative of the nineteenth-century ballet Giselle, allowing players to empower the heroine for possible ”feminine endings.” The eight interrelated chapters chronicle the origin, development, and fruition of the project. Dancers, gamers, and computer specialists will all find something original that will stimulate their respective interests. Contributors: Vadim Bulitko, Wayne DeFehr, Christina Gier, Pirkko Markula, Mark Morris, Sergio Poo Hernandez, Emilie St. Hilaire, Nora Foster Stovel, Laura SydoraTrade Review# 4 on Edmonton Non-Fiction Bestsellers list, March 10, 2019Table of ContentsPreface Revisioning Giselle as the Video Game iGiselle // Nora Foster Stovel Acknowledgements Introduction Recreating Giselle for the Twenty-First Century // Nora Foster Stovel I An Interdisciplinary Approach to Giselle 1 | The Creation of the Romantic Ballet Giselle The Ballerina’s Hamlet // Nora Foster Stovel 2 | “No Feminine Endings” Adolphe Adam’s Musical Score for Giselle // Christina Gier 3 | The Other Giselles Moncrieff’s Giselle; or, The Phantom Night Dancers, Loder’s The Night Dancers, and Puccini’s Le Villi // Mark Morris 4 | (Re)creating Giselle Narrative and the Ballerina // Laura Sydora II Creating iGiselle 5 | Artificial Intelligence for Managing the Interactive Ballet Video Game, iGiselle // Sergio Poo Hernandez & Vadim Bulitko 6 | Re-playing iGiselle Dance, Technology, and Interdisciplinary Creation // Emilie St. Hilaire 7 | Renewing Adolphe Adam’s Score Creating the Music for iGiselle // Wayne DeFehr 8 | The Ballet Body and Video Games A Feminist Perspective // Pirkko Markula Contributors 189 Index 193

    2 in stock

    £26.99

  • 40 Best Machine Code Routines for the Commodore

    Andrews UK Limited 40 Best Machine Code Routines for the Commodore

    2 in stock

    Book Synopsis

    2 in stock

    £9.49

  • Game Development with Unreal Engine 5: Learn the

    BPB Publications Game Development with Unreal Engine 5: Learn the

    2 in stock

    Book Synopsis

    2 in stock

    £25.64

  • Ray Tracing Gems II

    APress Ray Tracing Gems II

    5 in stock

    Book SynopsisThis Open Access book is a must-have for anyone interested in real-time rendering. Ray tracing is the holy grail of gaming graphics, simulating the physical behavior of light to bring real-time, cinematic-quality rendering to even the most visually intense games. Ray tracing is also a fundamental algorithm used for architecture applications, visualization, sound simulation, deep learning, and more. Ray Tracing Gems II is written by industry experts with a particular focus on ray tracing, and it offers a practical means to master the new capabilities of current and future GPUs with the latest graphics APIs. What You''ll Learn: The latest ray tracing techniques for developing real-time applications in multiple domains Case studies from developers and studios who have shipped products that use real-time ray tracing. Guidance, advice and best practices for renderingTable of ContentsPrefaceForewordIntroductionChapter 1: Ray Tracing FundamentalsChapter 2: APIsChapter 3: Shading and SamplingChapter 4: Denoising, Reconstruction, and FilteringChapter 5: Performance and OptimizationChapter 6: Transitioning Ray TracingChapter 7: Hybrid Rendering TechniquesChapter 8: Global IlluminationChapter 9: Ray Tracing in the Wild (Case Studies)

    5 in stock

    £40.49

  • Python Playground, 2nd Edition: Geeky Projects

    No Starch Press,US Python Playground, 2nd Edition: Geeky Projects

    1 in stock

    Book SynopsisPython is a powerful programming language that's easy to learn and fun to play with. But once you've gotten a handle on the basics, what's next? Python Playground, 2nd Edition is a collection of imaginative programming projects that will inspire readers to use Python for making art and music, simulating real-world phenomena, and interacting with hardware. This second edition is fully updated to be even more user friendly and features five brand-new projects, like transforming a Raspberry Pi Pico into a playable instrument, creating an IoT system to monitor your garden, and using machine learning to develop a speech-recognition system. Programming shouldn't be a chore, so have some geeky fun with Python Playground, 2nd Edition!Trade Review"Python Playground has excellent projects for the science-minded programmer, the programming-minded science enthusiast, and everyone in between."—Al Sweigart, author of Automate the Boring Stuff with PythonReviews of the first edition:"If you want to become adept at doing clever things with Python, I doubt you'll find a better group of projects or more useful help for understanding how the language works."—Network World "This is a book that belongs in every Python programmer's library."—Full Circle Magazine"Packed with interesting projects."—iProgrammer"Python Playground targets programmers who want to further improve their skills and knowledge of the language. The book does a good job of explaining all relevant details and makes sure that readers get a clear picture of what is going on."—InfoQ"As an intermediate coder and educator, I appreciate how this book pushes boundaries with Python, inviting those who enjoy a rigorous coding puzzle. It's a solid pick for developers and coders looking to level up."—Kelly Schuster-Paredes, co-host of The Teaching Python podcast

    1 in stock

    £32.24

  • The Game Designers Playbook An Introduction to

    Oxford University Press The Game Designers Playbook An Introduction to

    1 in stock

    Book SynopsisVideo games have captivated us for over 50 years, giving us entire worlds to explore, new ways to connect with friends, thought-provoking stories, or just a fun way to pass the time. Creating games is a dream for many, but making great games is challenging. The Game Designer''s Playbook is about meeting that challenge. More specifically, it''s a book about game interaction design; in other words, shaping what players can do and how they do it to make a game satisfying and memorable. Our time with a game is built on interaction, from basic things like pushing buttons on a controller, to making complicated strategic decisions and engaging with the narrative. If you''ve ever felt the adrenaline rush from beating a perfectly tuned boss fight or been delighted by the fanfare of picking up that last collectible, you''ve experienced good interaction design firsthand. The Game Designer''s Playbook is about learning what makes for great (or terrible!) interaction design in games, exploring things like controls, feedback, story, and tutorial design by analyzing existing games. It also looks at how newer and still-developing tech like VR and streaming are changing the ways we play, and how you can bring great interaction design to your own games.Table of ContentsTanya X. Short: Foreword 1: Caveman Arcade 2: The Parlance of Play 3: The Long Con 4: Say What You Mean 5: Control Freaks 6: The Play's the Thing 7: Rejecting Your Reality 8: The Audience Is Listening 9: Rise of the Machines 10: Making the Thing 11: Testing Your Patience 12: What Comes Next? Glossary List of Acronyms Ludography

    1 in stock

    £35.49

  • Game Anim

    CRC Press Game Anim

    1 in stock

    Book SynopsisGame Anim teaches the technical and artistic fundamentals of video game animation and goes further to provide practical advice and industry insights to help you become a rounded and successful game animator. Covering every stage of game production from the animatorâs perspective, it is packed with the lessons learned from working on a variety of game types in both in-game and cinematic roles in animator, lead, and director positions. These have been successful across multiple studios regardless of team, size and culture.The 2nd edition includes a new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Game Anim provides essential guidance to those looking to break into the industry and successful animators wishing to take the next step in their career. Key Features â 20 Years of Insight: Accumulated knowledge fromTable of ContentsChapter 1 The Video Game Animator What It Means To Be A Video Game AnimatorChapter 2 The Game Development EnvironmentChapter 3 The 12 Animation PrinciplesChapter 4 The Five Fundamentals of Game AnimationChapter 5 What You Need To KnowChapter 6 The Game Animation WorkflowChapter 7 Our Project: Pre-productionChapter 8 Our Project: Technical AnimationChapter 9 Our Project: Gameplay AnimationChapter 10 Our Project: Cinematics & FacialChapter 11 Our Project: Motion CaptureChapter 12 Our Project: Animation Team ManagementChapter 13 Our Project: Polish & DebugChapter 14 2D & Pixel Art AnimationChapter 15 The Future

    1 in stock

    £44.99

  • Architectural Approach to Level Design

    CRC Press Architectural Approach to Level Design

    1 in stock

    Book SynopsisThoroughly updated, this book discusses level design, the discipline of creating interactive game environments, with an emphasis on architectural principles. These principles can help level designers create meaningful user experiences and emotional responses for players.. Table of ContentsChapter 1 A Brief History of Architecture and Level Design. Chapter 2 Drawing for Level Designers. Chapter 3 Level Design Workflows. Chapter 4 Basic Gamespaces. Chapter 5 Communicating through Environment Art. Chapter 6 Building exciting levels with dangerous architecture. Chapter 7 Rewards in Gamespaces. Chapter 8 Level 1-1: The Tutorial Level . Chapter 9 Storytelling in Gamespaces. Chapter 10 Possibility Spaces and Worldbuilding. Chapter 11 Working with Procedurally Generated Levels. Chapter 12 Influencing Social Interaction with Level Design. Chapter 13 Sound and Music in Level Design .

    1 in stock

    £54.99

  • Narrative Design for Mobile and Live Games

    CRC Press Narrative Design for Mobile and Live Games

    1 in stock

    Book SynopsisThis is a comprehensive guidebook for long-term storytelling in mobile games and games-as-a-service (also known as live games). This book formalizes creative techniques of game writing and narrative design for a platform (and revenue model) that has shown drastic growth and changes over the past few years. The unique challenges of mobile games and live games are also increasingly relevant across the whole games industry. With hybrid consoles such as the Nintendo Switch, cloud gaming, and cross-platform titles, the lines between mobile and console have begun to blur. Additionally, many games now offer live support to extend player engagement.This book starts with an introduction to narrative design and the world of mobile games, followed by a deep dive into open-ended and seasonal storytelling. Besides the creative aspect of development, it covers areas of production such as documentation, collaboration, and monetization. To illustrate its solutions, it uses examples from videTable of ContentsPart I IntroductionChapter 1 What Is Narrative Design?Chapter 2 An Overview of Narrative DesignChapter 3 Why Does Narrative Design Matter?Part II Interactive StorytellingChapter 4 Introduction to Interactive StorytellingChapter 5 Interactive Storytelling StructuresChapter 6 Open-Ended Storytelling StructuresPart III Live Game StorytellingChapter 7 Introduction to Mobile Game StorytellingChapter 8 Introduction to Live Game StorytellingChapter 9 Learning from Other MediaChapter 10 Building the Narrative FoundationChapter 11 Narrative ToolsChapter 12 Planning Your SeasonsChapter 13 Writing Your Seasonal PlotChapter 14 Keeping a Long-Running Story InterestingChapter 15 Best PracticesPart IV Beyond a Game’s StoryChapter 16 Transmedia StorytellingChapter 17 Narrative MonetizationPart V ConclusionConclusion

    1 in stock

    £44.99

  • The Complete Guide to Blender Graphics

    Taylor & Francis Ltd The Complete Guide to Blender Graphics

    1 in stock

    Book SynopsisBlenderTM is a free Open-Source 3D Computer Modeling and Animation Suite incorporating Character Rigging, Particles, Real World Physics Simulation, Sculpting, Video Editing with Motion Tracking and 2D Animation within the 3D Environment.Blender is FREE to download and use by anyone for anything.The Complete Guide to Blender Graphics: Computer Modeling and Animation, Eighth Edition is a unified manual describing the operation of the program, updated with reference to the Graphical User Interface for Blender Version 3.2.2, including additional material covering Blender Assets, Geometry Nodes, and Non-Linear Animation.Divided into a two-volume set, the book introduces the program's Graphical User Interface and shows howTable of ContentsIntroduction. Download and Installation. The Author. Preamble. CH01 Understanding the Interface. CH02 Editors-Workspaces-Themes. CH03 Navigate and Save. CH04 Objects in the 3D View Editor. CH05 Editing Objects. CH06 Editing Tools. CH07 Editing with Modifiers. CH08 Editing Techniques- Examples. CH09 Materials- Textures- Nodes. CH10 Textures. CH11 Node Systems and Usage. CH12 Scene Lighting & Cameras. CH13 Viewport Shading. CH14 Rendering. CH15 Animation. CH16 Armatures & Character Rigging. CH17 3D Text. CH18 Blender Assets. CH19 Making a Movie. CH20 The Outliner and Collections. Index.

    1 in stock

    £52.99

  • Running a Successful Live Service Game

    CRC Press Running a Successful Live Service Game

    1 in stock

    Book SynopsisThis book unveils the secrets of extraordinarily successful games and hands you a smarter way to create exceptional engagement and convert it into revenue. It teaches you detailed LiveOps techniques that show you how to keep your game appealing through engaging events, personalized experiences, and smart monetization.Youâll discover the 3 LAPs of Operations frameworkâa dynamic, question-driven process that you can implement to systematically boost retention and achieve your game's financial goals. The book delves into the intricate business of live service games, explaining how to enhance your operational efficiency with precise toolset implementations and analytics.While some studio leaders merely talk about riding the trend, this approach is far too passive. Embrace the shift towards people-driven game development, where your players evolve from mere consumers into active co-creators. This transformation allows you to construct your own trend, known as People's LiveOps, where you engage your most devoted fans and offer them opportunities to earn a living through their creations.Essential for professionals in live service games, this book is also invaluable for aspiring talents and seasoned experts aiming to enter or excel in the gaming industry.

    1 in stock

    £120.00

  • Game AI Uncovered

    CRC Press Game AI Uncovered

    1 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    1 in stock

    £47.49

  • Towards Sustainable Game Design

    CRC Press Towards Sustainable Game Design

    1 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    1 in stock

    £42.49

  • How to Thrive in the Games Industry

    Taylor & Francis Ltd How to Thrive in the Games Industry

    1 in stock

    Book SynopsisThis book is a candid, practical, and inspiring look at building a sustainable, fulfilling career in game development. Drawing on over 20 years of experience â from some of the world's most renowned game studios to small indie teams â Harvey Newman shares the real lessons learned from inside the trenchesâcovering everything from breaking into the industry to navigating layoffs, leadership challenges, studio politics, and burnout.Blending personal stories with industry insights, the book gives readers a roadmap for long-term success, helping them understand not just how to get into games, but how to thrive once theyâre in. Each chapter includes actionable advice, reality checks, and reflective prompts to build both resilience and perspective. Readers will come away with a deeper understanding of how the industry really works, how to future-proof their careers, and how to stay creatively fulfilled in one of the most competitive and rewarding creative fields in the world.The book is written for game developers of all levels: students, juniors seeking their first role, mid-level professionals trying to grow, and veterans aiming to stay motivated and adaptable in a fast-changing field.

    1 in stock

    £47.49

  • Game Design Deep Dive

    CRC Press Game Design Deep Dive

    1 in stock

    Book SynopsisGame Design Critic Josh Bycer continues the Deep Dive series with an examination on cozy games. The market for coziness has grown dramatically thanks to showcases like Wholesome Direct and consumers wanting something to help them relax in a stressful world. Discussing the success of Stardew Valley and how it became the poster child for cozy games and a brief history on the genre Examining UI/UX design and how to have effective playtesting done for your game; both required lessons for developers today Looking at what does it mean to build a low stakes game while still offering progression and rewards to keep people invested

    1 in stock

    £49.39

  • Dungeons and Desktops

    Taylor & Francis Ltd Dungeons and Desktops

    1 in stock

    Book SynopsisComputer role-playing games (CRPGs) are a special genre of computer games that bring the tabletop role-playing experience of games such as Dungeons & Dragons to the computer screen. Thisnew edition inlcudes two new chapters: The Modern Age, and a chapter on Indies and Mobile CRPGs. The new modern age chapter will cover, among other topics, Kickstarter/FIG crowdfunded projects such as Torment: Tides of Numenera and Pillars of Eternity. It''ll also bring the book up to date with major games such as Dragon Age, Witcher, Skyrim. Expanded info in first chapter about educational potential of CRPGs. Color figures will be introduced for the first time. Key Featuresgives reviews of hundreds of games across many platforms. comprehensive book covering the history of computer RPGs.comprehensive index at the back, letting you quickly look up your favourite titlesTable of ContentsAcknowledgmentsChris Avellone’s PrefaceAuthors’ PrefaceChapter 1 ◾ Introduction to Computer Role-Playing GamesChapter 2 ◾ OriginsChapter 3 ◾ The Dark AgeChapter 4 ◾ The Bronze AgeChapter 5 ◾ The Silver AgeChapter 6 ◾ The Birth of the Golden AgeChapter 7 ◾ SSI’s Golden AgeChapter 8 ◾ Origin’s Golden AgeChapter 9 ◾ Sir-Tech, New World Computing, and SierraChapter 10 ◾ Early Japanese Role-Playing GamesChapter 11 ◾ Dungeon Master and the Rise of Real-Time 3DChapter 12 ◾ Other Games of the Golden AgeChapter 13 ◾ The Epic FailsChapter 14 ◾ The Platinum AgeChapter 15 ◾ Diablo and the Rise of Action RPGsChapter 16 ◾ Fallout and Baldur’s GateChapter 17 ◾ Other Highlights of the Platinum AgeChapter 18 ◾ The Birth of the Modern AgeChapter 19 ◾ Modern JRPGsChapter 20 ◾ The Rise of the MMORPGChapter 21 ◾ The Late Modern AgeChapter 22 ◾ The Renaissance, KickstartedChapter 23 ◾ The Road Ever Ventures ForthShane’s Afterword: Surprise EncounterAPPENDIX: THE CRPG BESTIARYINDEX

    1 in stock

    £48.99

  • Inside The Nest

    John Murray Press Inside The Nest

    1 in stock

    1 in stock

    £18.00

  • Mazes for Programmers

    The Pragmatic Programmers Mazes for Programmers

    1 in stock

    Book SynopsisUnlock the secrets to creating random mazes! Whether you're a game developer, an algorithm connoisseur, or simply in search of a new puzzle, you're about to level up. Learn algorithms to randomly generate mazes in a variety of shapes, sizes, and dimensions. Bend them into Moebius strips, fold them into cubes, and wrap them around spheres. Stretch them into other dimensions, squeeze them into arbitrary outlines, and tile them in a dizzying variety of ways. From twelve little algorithms, you'll discover a vast reservoir of ideas and inspiration. From video games to movies, mazes are ubiquitous. Explore a dozen algorithms for generating these puzzles randomly, from Binary Tree to Eller's, each copiously illustrated and accompanied by working implementations in Ruby. You'll learn their pros and cons, and how to choose the right one for the job. You'll start by learning six maze algorithms and transition from making mazes on paper to writing programs that generate and draw them. You'll be introduced to Dijkstra's algorithm and see how it can help solve, analyze, and visualize mazes. Part 2 shows you how to constrain your mazes to different shapes and outlines, such as text, circles, hex and triangle grids, and more. You'll learn techniques for culling dead-ends, and for making your passages weave over and under each other. Part 3 looks at six more algorithms, taking it all to the next level. You'll learn how to build your mazes in multiple dimensions, and even on curved surfaces. Through it all, you'll discover yourself brimming with ideas, the best medicine for programmer's block, burn-out, and the grayest of days. By the time you're done, you'll be energized and full of maze-related possibilities! What You Need: The example code requires version 2 of the Ruby programming language. Some examples depend on the ChunkyPNG library to generate PNG images, and one chapter uses POV-Ray version 3.7 to render 3D graphics

    1 in stock

    £25.92

  • The Complete Sinclair ZX81 Basic Course

    Andrews UK Limited The Complete Sinclair ZX81 Basic Course

    1 in stock

    Book Synopsis

    1 in stock

    £11.39

  • 30 Programs for the Sinclair ZX80

    Andrews UK Limited 30 Programs for the Sinclair ZX80

    1 in stock

    Book Synopsis

    1 in stock

    £15.19

  • 40 Best Machine Code Routines for the Commodore

    Andrews UK Limited 40 Best Machine Code Routines for the Commodore

    1 in stock

    Book Synopsis

    1 in stock

    £17.09

  • A Hobbyist's Guide to THEA500 Mini

    Andrews UK Limited A Hobbyist's Guide to THEA500 Mini

    1 in stock

    Book Synopsis

    1 in stock

    £13.29

  • Problems Solving in Data Structures and

    BPB Publications Problems Solving in Data Structures and

    1 in stock

    Book Synopsis

    1 in stock

    £31.34

  • Building Museum Games

    Bloomsbury Publishing Plc Building Museum Games

    1 in stock

    Book SynopsisKellian Adams Pletcher is an educator, multimedia producer, writer, and game designer who has created over 150 games for museums since 2008. As the Director of GLAM Innovation at FableVision Studios, Kellian has led innovative projects like Project AMI and designed award-winning games like Cyberchase Fashion Challenge for PBS Kids. Pletcher has taught game design at Emerson College and Northeastern University and has collaborated with organizations like the Met, the UCAR Center for Science Education, The National Gallery, The Smithsonian Castle, The American Association of Libraries, and SFMoMA. She's been published in the Journal of Play and AMA's Exhibition Journal.

    1 in stock

    £26.59

  • Roblox Game Development in 24 Hours

    Pearson Education (US) Roblox Game Development in 24 Hours

    Book SynopsisRoblox's mission is to bring the world together through play. Roblox enables anyone to imagine, create, and have fun with friends as they explore millions of immersive 3D experiences, all built by a global community of developers. Roblox is powered by a global community of over two million developers who produce their own immersive multiplayer experiences using Roblox Studio, Roblox's intuitive desktop design tool. Roblox is ranked as one of the top online entertainment platforms for audiences under the age of 18 based on average monthly visits and time spent (ComScore). For more information, visit the Roblox Amazon page.Table of ContentsHOUR 1: What Makes Roblox Special?Roblox Empowers Social ConnectivityRoblox Manages User ContentRoblox Enables Fast Prototyping and IterationConceptualize with EaseWhat’s Inside Roblox’s Engine Free, Free, FreeUnlimited PossibilitiesExpress Your Own AestheticHOUR 2: Using StudioInstalling Roblox StudioUsing Studio TemplatesWorking with the Game EditorTranslating, Scaling, and Orienting ObjectsSnappingCollisionsAnchoringSaving and Publishing Your ProjectPlaytestingHOUR 3: Building with Parts Creating a PartChanging a Part’s AppearanceCreating Decals and TexturesHOUR 4: Building with Physics Working with Attachments and ConstraintsBuilding a DoorDisabling CanCollide to Move a Player Through the DoorAdding Hinges and SpringsUsing a MotorHOUR 5: Building Terrain Using Terrain Tools to Generate LandscapesUsing the Edit TabWorking with the Region TabUsing Height Maps and Color MapsHOUR 6: Lighting Environment Properties of World LightingUsing Lighting EffectsUsing SpotLight, PointLight, and SurfaceLightHOUR 7: Atmosphere Environment Using Atmosphere PropertiesCustomizing SkyboxHOUR 8: Effects Environment Using ParticlesUsing BeamsHOUR 9: Importing Assets Inserting and Uploading Free ModelsImporting with MeshParts and Asset ManagerImporting TexturesImporting SoundsHOUR 10: Game Structure and Collaboration Adding Places in a GameCollaborating in Roblox StudioCreating and Accessing Roblox Packages in Roblox StudioHOUR 11: Lua Overview Using the Coding WorkspaceUsing Variables to Modify PropertiesAdding Comments to Your CodeUsing Functions and EventsWorking with Conditional StatementsUnderstanding Arrays and DictionariesUsing LoopsWorking with ScopeCreating Custom EventsDebugging CodeHOUR 12: Collisions, Humanoids, Score Introduction to CollisionsDetecting CollisionsIntroduction to HumanoidsHOUR 13: Interacting with GUIs Creating GUIsBasic GUI ElementsCoding Interactive GUIsTweeningLayoutsMaking a GUI CountdownHOUR 14: Coding Animation Working with Position and RotationMoving Objects Smoothly with TweenMoving an Entire ModelHOUR 15: Sounds and Music Creating a SoundtrackImporting Music and Sound AssetsCreating Ambient SoundsTriggering Sounds Using CodeGrouping SoundsHOUR 16: Using the Animation Editor Introduction to the Animation EditorCreating PosesSaving and Exporting AnimationsEasingWorking with Inverse KinematicsAnimation SettingsWorking with Animation EventsHOUR 17: Combat, Teleporting, Data Stores Introduction to ToolsTeleportationTeleportServiceUsing Persistent Data StoresData Store FunctionsProtecting and Responding to ErrorsHOUR 18: Multiplayer Code and the Client-Server Model The Client-Server ModelWhat Are RemoteFunctions and RemoteEvents?Server-Side ValidationTeamsNetwork OwnershipHOUR 19: Module Scripts Getting to Know the Module ScriptUnderstanding Client-Side Versus Server-Side Module ScriptsUsing Module Scripts: Game LoopHOUR 20: Coding Camera Movements Introduction to CamerasCoding a Camera MoveUsing the Render StepOffsetting the CameraHOUR 21: Cross-Platform Building Improving Game PerformanceImproving Your ScriptsMaking Your Game Mobile-FriendlyConsole and VRHOUR 22: Global Community Building Introduction to LocalizationGlobal CompliancePrivacy Policies: GDPR, CCPA, and YouHOUR 23: Monetization Game Passes: One-Time PurchasesSelling Your Game Pass in Game Developer Products: ConsumablesRoblox PremiumDeveloper Exchange: Earn Real Money from Your GameHOUR 24: Attracting Players Game Icons, Thumbnails, and TrailersUpdatesAdvertising and NotificationsAnalyticsAPPENDIX A: Lua Scripting References Modifying Properties That Are Data Type and EnumerationsConditional StructuresExpanding Lua KnowledgeAPPENDIX B: Properties and Functions of Humanoid 9780136829737 TOC 4/5/2021

    £25.49

  • Advanced Game Design

    Pearson Education (US) Advanced Game Design

    5 in stock

    Book SynopsisMichael Sellers is Director of the Game Design program and a Professor of Practice at Indiana University in Bloomington, Indiana. Sellers has worked as a professional game designer since 1994, with a focus on designing social, mobile, and massively multiplayer online games (MMOs). He has started and run three successful game studios and has also worked for notable game developers such as 3DO, Electronic Arts, Kabam, and Rumble Entertainment as a lead designer, executive producer, general manager, and creative director. His first commercial game was the award-winning Meridian 59, the first 3D MMO, released in 1996. He was also the lead designer on The Sims 2, Ultima Online, Holiday Village, Blastron, and Realm of the Mad God, among other games. In addition to his woTable of ContentsIntroduction Part I: Foundations Chapter 1 Foundations of Systems Chapter 2 Defining Systems Chapter 3 Foundations of Games and Game Design Chapter 4 Interactivity and Fun Part II: Principles Chapter 5 Working as a Systemic Game Designer Chapter 6 Designing the Whole Experience Chapter 7 Creating Game Loops Chapter 8 Defining Game Parts Part III: Practice Chapter 9 Game Balance Methods Chapter 10 Game Balance Practice Chapter 11 Working as a Team Chapter 12 Making Your Game Real Bibliography Index

    5 in stock

    £40.04

  • Press Reset: Ruin and Recovery in the Video Game

    Little, Brown & Company Press Reset: Ruin and Recovery in the Video Game

    3 in stock

    Book SynopsisTHE INSTANT NEW YORK TIMES BESTSELLER. From the bestselling author of Blood, Sweat, and Pixels comes the next definitive, behind-the-scenes account of the video game industry: how some of the past decade's most renowned studios fell apart-and the stories, both triumphant and tragic, of what happened next.Jason Schreier's groundbreaking reporting has earned him a place among the preeminent investigative journalists covering the world of video games. In his eagerly anticipated, deeply researched new book, Schreier trains his investigative eye on the volatility of the video game industry and the resilience of the people who work in it.The business of videogames is both a prestige industry and an opaque one. Based on dozens of first-hand interviews that cover the development of landmark games-Bioshock Infinite, Epic Mickey, Dead Space, and more-on to the shocking closures of the studios that made them, Press Reset tells the stories of how real people are affected by game studio shutdowns, and how they recover, move on, or escape the industry entirely.Schreier's insider interviews cover hostile takeovers, abusive bosses, corporate drama, bounced checks, and that one time the Boston Red Sox's Curt Schilling decided he was going to lead a game studio that would take out World of Warcraft. Along the way, he asks pressing questions about why, when the video game industry is more successful than ever, it's become so hard to make a stable living making video games-and whether the business of making games can change before it's too late.

    3 in stock

    £13.49

  • Theory of Fun for Game Design

    O'Reilly Media Theory of Fun for Game Design

    Book SynopsisNow in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers.

    £28.79

  • Play Life and Imagination

    Taylor & Francis Play Life and Imagination

    1 in stock

    1 in stock

    £49.39

  • The Essential Guide to Game Audio

    Routledge The Essential Guide to Game Audio

    1 in stock

    Book SynopsisThe Essential Guide to Game Audio: The Theory and Practice of Sound for Games is a first of its kind textbook and must-have reference guide for everything you ever wanted to know about sound for games. This book provides a basic overview of game audio, how it has developed over time, and how you can make a career in this industry. Each chapter gives you the background and context you will need to understand the unique workflow associated with interactive media. The practical, easy to understand interactive examples provide hands-on experience applying the concepts in real world situations. Table of ContentsLevel 1: AAA (Animation, Art, Audio) - Making Sense of Sound For GamesLevel 2: On the Road - to NOW!- A Brief History of Games and Game AudioLevel 3: My Non-Linear Life - Audio For Interactive EnvironmentsLevel 4: What Is Hip? Styles and Genres - Welcome to Acronym HellLevel 5: Bleeps, Blops, Clicks, and Pops - Sound Design In GamesLevel 6: Compose Yourself! - The Art of Composing for GamesLevel 7: Do you Hear That Voice In My Head? - Voice Over For GamesLevel 8: Meet the Middleman: Understanding Audio MiddlewareLevel 9: The Early Bird Gets the Worm- Preparing your AudioLevel 10: ‘Silly Human…’ - How Game Engines ThinkLevel 11: Unify My World – Audio in Unity 3DLevel 12: Unity Too - Basic Audio Implementation in Unity 3D Level 13: Back To The Future -The World Of Mobile And Web GamesLevel 14: Show Me The Money-Getting a job in sound for games

    1 in stock

    £44.99

  • Games as Transformative Experiences for Critical

    CRC Press Games as Transformative Experiences for Critical

    1 in stock

    Book SynopsisAll games are potentially transformative experiences because they engage the player in dynamic action. When repurposed in an educational context, even highly popular casual games played online to pass the time can engage players in a way that deepens learning. Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning: Strategies & Resources examines the learning value of a wide variety of games across multiple disciplines.Organized just like a well-made game, the book is divided into four parts highlighting classroom experiences, community and culture, virtual learning, and interdisciplinary instruction. The author crosses between the high school and college classroom and addresses a range of disciplines, both online and classroom practice, the design of curriculum, and the transformation of assessment practices.In addition to a wealth of practical exercises, resources, and lesson ideas, the book explains how to use a wide Trade Review"I would posit that David Seelow should be esteemed in the same way we treat John Paul Gee, Jane McGonigal, Jesse Schell, and Lee Sheldon. The book contains significant benefits and is well worth the investment of time and money required to acquire and read the book. This book is highly recommended if you are looking to experiment with GBL in the classroom, either via online, virtual, or hybrid approaches. You will find a wide range of successfully applied games that could be used to stimulate your learners’ interest in achieving a deeper level of learning."- Michael J. D. Sutton, Journal of Applied Learning & Teaching"I would posit that David Seelow should be esteemed in the same way we treat John Paul Gee, Jane McGonigal, Jesse Schell, and Lee Sheldon. The book contains significant benefits and is well worth the investment of time and money required to acquire and read the book. This book is highly recommended if you are looking to experiment with GBL in the classroom, either via online, virtual, or hybrid approaches. You will find a wide range of successfully applied games that could be used to stimulate your learners’ interest in achieving a deeper level of learning."- Michael J. D. Sutton, Journal of Applied Learning & TeachingTable of ContentsIn Memoriam. Author. Introduction: The Power and Potential of Games for Learning. Part I Games as Transformative Classroom Experiences. Chapter 1 My Favorite Game: The Power of Personal Learning. Chapter 2 Ask the Sphinx: Power Up Student Motivation with Superpower Challenges. Chapter 3 Gen Con in the Classroom: Board Games. Chapter 4 Video Games in the English Classroom: Supercharging Critical Literacy. Chapter 5 Playing through Stories: Teaching Interactive Narrative. Part II Games as Transformative Classroom Experiences. Chapter 6 Using a Game to Counter the Prejudice, Bias, and Discrimination against the Transgender Community: If Found and Transformative Storytelling. Chapter 7 "Smart Bets" Balancing Uncertainty with Clear Thinking: Annie Duke’s Poker Skills for Everyday Life. Chapter 8 Chess for Self, School, and Society. Chapter 9 War from the Other Side: Playing Games to Save Democracy. Chapter 10 The Child as Mother to Man: A Game for Saving Nature. Chapter 11 Turning Strangers into Neighbors: Improving the World through a Game of Gratitude. Part III Casual Games as Transformative Online Learning Experiences. Chapter 12 Three Small Games for Big Learning in Math and Physics. Chapter 13 Playing Small Business Owners: Teaching Management, Self-Efficacy, and Authentic Skills through Casual Games. Chapter 14 Teaching Teamwork with a Public Health Game. Chapter 15 There Is an Imposter Among Us: Teaching Truth in the Time of "The Big Lie". Chapter 16 Teaching Tragedy in Real Time: The Syrian Refugee Crisis. Chapter 17 Games for College Orientation: Social Emotional Learning. Part IV Playing across Boundaries: Interdisciplinary Instruction with Films, Games, and Literature. Chapter 18 Teaching the Disclosure Scene: Empathy and Understanding for Transgender People. Chapter 19 Teaching Over the Top: The Great War through a Game, Painting, Poem, and Superhero Film. Chapter 20 How "Memoirs" about the Iranian Revolution Can Help Change Stereotypical Perceptions of the Muslim as "Other". Chapter 21 Teaching about Pandemics During a Pandemic. CONCLUSION A SHORT HIKE TO THE TOP OF THE MOUNTAIN: TEACHING THE TRANSCENDENT OR WALKING THE DOG. INDEX.

    1 in stock

    £50.34

  • Demystifying Creativity

    CRC Press Demystifying Creativity

    1 in stock

    Book SynopsisThis book is a study of the psychology, neuroscience, and philosophy of creativity, originality, and inspiration viewed from the lens of a seasoned game developer. It introduces the concept of creative sobrietyâa practice that advocates better understanding our own sources of inspiration so that we can intellectually drive our creative voice closer to originality.The creative process is an improvised dance between the conscious and the subconscious mind, where knowledge, experience, intuition, observation, imagination, and projection meet in ways that are completely unique to each person. Presenting practical and theoretical approaches to originality and game concept generation, this book explores the notion of creative sobriety before moving to chapters that blend theory and practice, covering topics such as innovation, the creative process, auteurship, collaboration, and creative vision.This book will be of great interest to students of game design and creative profe

    1 in stock

    £36.99

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